﻿Shader "Unlit/TransparentColor"
{
	Properties
	{
		_Color("Color&Transparency", Color) = (0, 0, 0, 0.5)
	}
	SubShader
	{
		Lighting Off
		ZWrite Off
		Cull Back
		Blend SrcAlpha OneMinusSrcAlpha
		Tags{ "Queue" = "Transparent" }
		Color[_Color]
		Pass
		{
		}
	}
	FallBack "Unlit/Transparent"
}